ZeroNumerous
2007-05-04, 12:56 AM
Raven Knight
Hit Dice: d10
Skills: 4+INT; Concentration, Bluff, Craft, Intimidate, Knowledge (Nobility), Knowledge (History), Knowledge (Engineering), Diplomacy, Martial Lore, Listen, Search, Sense Motive, Spot.
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Maneuvers Known | Maneuvers Ready | Stance | Special
1 | 1 | +0 | +2 | +2 | 1 | 0 | 0 | Oath, Courageous Resolve 1/day, Leadership
2 | 2 | +0 | +3 | +3 | 0 | 1 | 0 | White Raven Recover 1/day
3 | 3 | +1 | +3 | +3 | 1 | 0 | 1 | Skill Focus(Diplomacy), Courageous Resolve 2/day
4 | 4 | +1 | +4 | +4 | 0 | 1 | 0 | White Raven Recover 2/day
5 | 5 | +1 | +4 | +4 | 1 | 0 | 0 | Great Commander Stance, White Raven Mastery, Courageous Resolve 3/day
[/table]
Entry Requirements:
-Alignment: Any lawful.
-Skills: Diplomacy 10 ranks, Sense Motive 5 ranks, Knowledge (Nobility) 10 ranks.
-Feats: White Raven Defense, Clarion Commander.
-Maneuvers: At least four White Raven maneuvers.
-Special: Must have been to the Temple of the Raven and sworn an Oath to uphold the tenets of Knighthood upon the Blade of the Last Citadel.
Background
There are stories of many elite masters of the Sublime Way. From Bloodclaw Masters to Eternal Blades. The Deepstone Sentinels and Bloodstorm Blades. Even the vaunted Masters of Nine. But these 'masters' stand alone, unaided and unburdened by comrades. There is one master of the Sublime Way that stands surrounded by his comrades, for they are his strength. This master, the Raven Knight, is a master of war as well as a master of personal battle.
When the Temple of the Nine Swords was broken from within, the Raven Lord fled the temple with the Blade of the Last Citadel clutched to his chest. The Raven Lord fled deep into the mountains, reforming a school of the Sublime Way to rebuild the Temple of Nine. The Temple of the Raven, as it came to be called, drew soldiers from all across the land to proof their worth before the Raven Lord. Those who drew his favor became the first of his Raven Knights.
Raven Oath
The Oath of the Raven establishes the core tenet of Knighthood. The oath only takes hold when sworn upon the White Raven sword, the Blade of the Last Citadel. Without that, the Oath is no more or less than words spoken by the taker. When sworn upon the Blade, the oath binds the taker but brings the courage of the Knight to whole new levels.
A Raven Knight Cannot:
Leave a comrade to stand alone
Allow a comrade to die without attempting to assist him/her to the best of the Knight's ability
Slay a foe who has surrendered without due reason
Attack a fellow Raven Knight
A Raven Knight who has broken her oath or suffered a radical alignment immediately loses access to all of these class abilities and cannot take further levels in Raven Knight without an atonement spell.
Courageous Resolve
Starting at first level, the Raven Knight can make a small utterance of her oath to increase her strength and conviction for a short while. The Raven Knight enters a state of unbridled courage, gaining a +4 Bonus on her Strength and Constitution scores as well as a number of temporary hit points equal to her Charisma score times two. The Knight's Courageous Resolve lasts for a number of rounds equal to her Charisma modifier plus her class level.
At the end of his resolve, the Raven Knight is fatigued for a number of rounds equal to the number of rounds she spent in resolve. This ability cannot be voluntarily ended and cannot be used when fatigued, exhausted, unconscious, or when the Raven Knight cannot speak. This ability is otherwise activated as a move action. You gain an extra use of this ability at third and fifth level.
Leadership
The Raven Knight's raw charismatic power and magnetic personality draws loyal followers to her side. The Raven Knight gains this feat as a bonus feat.
White Raven Recovery
At second level, the Raven Knight gains the ability to call upon her knowledge of the Sublime Way and her own courage. The Raven Knight immediately makes a Diplomacy check at a difficulty of twenty-five. Should the Raven Knight succeeds, her voice and conviction inspires all her comrades in thirty-feet. All allies (excluding the Raven Knight) within thirty feet who can hear and see the Raven Knight immediately recovers her expended maneuvers. The Raven Knight gains another use of this ability at fourth level.
Skill Focus (Diplomacy)
Through her understanding and deep connections of her comrades, the Raven Knight gains this feat as a bonus feat.
Great Commander Stance
Having honed her ability to lead others in combat, the Raven Knight opens new levels of power in her stance and posture. Upon entering any White Raven stance, she may willingly forego the normal effects of the stance and instead gain the effects of this ability.
All allies (excluding the Raven Knight) within thirty feet of the Raven Knight when she is in Great Commander Stance gains a morale bonus equal to the Raven Knight's class level to attack rolls, damage rolls, and saves. This effect remains as long as the Raven Knight is conscious, standing, and her allies are within hearing and vision range. As long as the Raven Knight maintains this stance, her companions are immune to fear-effects from any creature with fewer hit dice than the Raven Knight.
White Raven Mastery
As the Raven Knight finally attains full understanding of the White Raven path, her connection with her comrades in arms has grown to a point of being unbreakable. The Raven Knight can, as a move action, give one ally within thirty feet (excluding herself) a morale bonus on any one skill check, attack roll, or save equal to the Raven Knight's diplomacy ranks divided by 2.
Once this ability is activated, you expend one maneuver, just as if you had initiated it, without gaining any of it's benefits. This ability will not work if the Raven Knight's comrades cannot see or hear her.
Hit Dice: d10
Skills: 4+INT; Concentration, Bluff, Craft, Intimidate, Knowledge (Nobility), Knowledge (History), Knowledge (Engineering), Diplomacy, Martial Lore, Listen, Search, Sense Motive, Spot.
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Maneuvers Known | Maneuvers Ready | Stance | Special
1 | 1 | +0 | +2 | +2 | 1 | 0 | 0 | Oath, Courageous Resolve 1/day, Leadership
2 | 2 | +0 | +3 | +3 | 0 | 1 | 0 | White Raven Recover 1/day
3 | 3 | +1 | +3 | +3 | 1 | 0 | 1 | Skill Focus(Diplomacy), Courageous Resolve 2/day
4 | 4 | +1 | +4 | +4 | 0 | 1 | 0 | White Raven Recover 2/day
5 | 5 | +1 | +4 | +4 | 1 | 0 | 0 | Great Commander Stance, White Raven Mastery, Courageous Resolve 3/day
[/table]
Entry Requirements:
-Alignment: Any lawful.
-Skills: Diplomacy 10 ranks, Sense Motive 5 ranks, Knowledge (Nobility) 10 ranks.
-Feats: White Raven Defense, Clarion Commander.
-Maneuvers: At least four White Raven maneuvers.
-Special: Must have been to the Temple of the Raven and sworn an Oath to uphold the tenets of Knighthood upon the Blade of the Last Citadel.
Background
There are stories of many elite masters of the Sublime Way. From Bloodclaw Masters to Eternal Blades. The Deepstone Sentinels and Bloodstorm Blades. Even the vaunted Masters of Nine. But these 'masters' stand alone, unaided and unburdened by comrades. There is one master of the Sublime Way that stands surrounded by his comrades, for they are his strength. This master, the Raven Knight, is a master of war as well as a master of personal battle.
When the Temple of the Nine Swords was broken from within, the Raven Lord fled the temple with the Blade of the Last Citadel clutched to his chest. The Raven Lord fled deep into the mountains, reforming a school of the Sublime Way to rebuild the Temple of Nine. The Temple of the Raven, as it came to be called, drew soldiers from all across the land to proof their worth before the Raven Lord. Those who drew his favor became the first of his Raven Knights.
Raven Oath
The Oath of the Raven establishes the core tenet of Knighthood. The oath only takes hold when sworn upon the White Raven sword, the Blade of the Last Citadel. Without that, the Oath is no more or less than words spoken by the taker. When sworn upon the Blade, the oath binds the taker but brings the courage of the Knight to whole new levels.
A Raven Knight Cannot:
Leave a comrade to stand alone
Allow a comrade to die without attempting to assist him/her to the best of the Knight's ability
Slay a foe who has surrendered without due reason
Attack a fellow Raven Knight
A Raven Knight who has broken her oath or suffered a radical alignment immediately loses access to all of these class abilities and cannot take further levels in Raven Knight without an atonement spell.
Courageous Resolve
Starting at first level, the Raven Knight can make a small utterance of her oath to increase her strength and conviction for a short while. The Raven Knight enters a state of unbridled courage, gaining a +4 Bonus on her Strength and Constitution scores as well as a number of temporary hit points equal to her Charisma score times two. The Knight's Courageous Resolve lasts for a number of rounds equal to her Charisma modifier plus her class level.
At the end of his resolve, the Raven Knight is fatigued for a number of rounds equal to the number of rounds she spent in resolve. This ability cannot be voluntarily ended and cannot be used when fatigued, exhausted, unconscious, or when the Raven Knight cannot speak. This ability is otherwise activated as a move action. You gain an extra use of this ability at third and fifth level.
Leadership
The Raven Knight's raw charismatic power and magnetic personality draws loyal followers to her side. The Raven Knight gains this feat as a bonus feat.
White Raven Recovery
At second level, the Raven Knight gains the ability to call upon her knowledge of the Sublime Way and her own courage. The Raven Knight immediately makes a Diplomacy check at a difficulty of twenty-five. Should the Raven Knight succeeds, her voice and conviction inspires all her comrades in thirty-feet. All allies (excluding the Raven Knight) within thirty feet who can hear and see the Raven Knight immediately recovers her expended maneuvers. The Raven Knight gains another use of this ability at fourth level.
Skill Focus (Diplomacy)
Through her understanding and deep connections of her comrades, the Raven Knight gains this feat as a bonus feat.
Great Commander Stance
Having honed her ability to lead others in combat, the Raven Knight opens new levels of power in her stance and posture. Upon entering any White Raven stance, she may willingly forego the normal effects of the stance and instead gain the effects of this ability.
All allies (excluding the Raven Knight) within thirty feet of the Raven Knight when she is in Great Commander Stance gains a morale bonus equal to the Raven Knight's class level to attack rolls, damage rolls, and saves. This effect remains as long as the Raven Knight is conscious, standing, and her allies are within hearing and vision range. As long as the Raven Knight maintains this stance, her companions are immune to fear-effects from any creature with fewer hit dice than the Raven Knight.
White Raven Mastery
As the Raven Knight finally attains full understanding of the White Raven path, her connection with her comrades in arms has grown to a point of being unbreakable. The Raven Knight can, as a move action, give one ally within thirty feet (excluding herself) a morale bonus on any one skill check, attack roll, or save equal to the Raven Knight's diplomacy ranks divided by 2.
Once this ability is activated, you expend one maneuver, just as if you had initiated it, without gaining any of it's benefits. This ability will not work if the Raven Knight's comrades cannot see or hear her.